1994
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Apr-94 |
3DLabs |
GLINT
300SX |
Fujitsu Sapphire
2SX |
| More
Info |
|
The industry's first single
chip, 3D-capable graphics device that was shipped on
graphics boards from multiple vendors.Claimed to be the
very first 3D hardware accelerated product for the
PC
The 300SX was
publicly demonstrated for the first time at Comdex Fall
'94.
The GLINT 300SX was a high performance graphics processor that
combined workstation class 3D graphics acceleration and
state-of-the-art 2D performance in a single chip.
This was one of the first cards that crossed the line between
high end workstations and the PC market.
All the rendering operations of OpenGL are accelerated by the
GLINT 300SX, including Gouraud shading, depth buffering,
anti-aliasing, alpha blending, and texture mapping with screen
resolutions up to 2560x2048. Further specs were :
- 8, 16 or 32-bits per pixel RGBA and 4 or 8-bit color
indexed
- 16, 24 or 32-bit Z buffer - 4 or 8-bit stencil buffer
- Double buffering, stereo and overlay support
- PCI-bus Rev 2.0 interface with on-chip DMA
- 112-bit memory interface - 300,000 shaded, depth buffered and
anti-aliased polygons/second.
|
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Jul-94 |
Number
Nine |
Imagine
128 |
x |
| More
Info |
|
The industry's first 128bit 3D
accelerator. Very fast 2D, but very basic 3D
capabilities
The Imagine128 was first shown at
Comdex/Spring '94 in Atlanta, instantly winning many awards,
like the "Best of Comdex Award", by Byte Magazine in the
peripherals category, and the "Comdex Test Center Highly
Recommended Award" by Computer Reseller News.
With subcontracting the fabrication of its Imagine 128 chip
designs to LSI Logic Corporation and NEC Corporation, the
company avoided the costs of owning and operating dedicated
manufacturing facilities, and thus focussing its resources on
product design and development, quality assurance, marketing
and customer support.
While other manufacturers claimed to have 128-bit graphics, the
only true 128-bit graphics card in the world was the Number
Nine 128, utilizing 128-bit technology in all three major
subsystems - the graphics processor, the internal processor bus
and data path to graphics memory.
The Imagine128 processor included an optimized 128-bit memory
controller that handled traffic to and from the processor at
sustained bandwidths to 500MB/second. The extra-high bandwidth
provided ensured that the speed remained nearly constant across
all colour modes. As a result, there was no noticeable
performance loss when colour depth was increased to 16-bit
(65,000 colours), or even 32-bit (16.8 million) true colour.
The 4mb version was capable of 60Hz with 65K colours at the
maximum resolution of 1600 x 1200. A wide variety of drawing
primitives and display functions were supported, such as
bit-bit rates of 165 million pixels per second within Windows.
The 128 was designed to work especially well with Pentiums and
could directly support 8, 16, and 32 bpp display
buffers.
Using VRAM instead of DRAM, and only the PCI interface,
ignoring the slower ISA and VL-Bus interfaces ; Number Nine
targeted this board solely at the High end market, assuming
nobody in that market wanted compromises. The future proved
that assumption right, even though the board retailed at $999,
overall volume in the retail and distribution channels
increased more than 280 percent over the course of
1994.
The 128 doubled the bandwidth of the competitor’s 64-bit cards,
like the Diamond Stealth. A sneak preview of the Imagine128
board, reviewed in the November `94 issue of PC/Computing,
noted that the board was 163 percent faster than typical 64-bit
VRAM graphics adapters and 861 percent faster than their
32-bit, baseline graphics adapter when benchmarked on a 66Mhz
Pentium computer.
Early 1995 Number Nine announced that its Imagine128 board had
broken the 500,000 xStones performance barrier using
Accelerated-X, the high-performance UNIX X Window server
developed by X Inside Inc. of Denver, CO. Prior to the
Imagine128, 64-bit accelerators were only able to achieve
350,000 xStones.
Late 1995, the Imagine128 became the first graphics card ever
to break the 30 million WinMarks barrier using WinBench 95.
According to Number Nine, the Imagine 128 WinBench 4.0
benchmark ran on a Dell XPS P90 100Mhz, with 16 MB RAM and
256Kb and scored 36.9 million at 1024 x 768 x 16 x 32.
Being designed from the ground up to take advantage of 32-bit
operating systems, the release of Windows 95 couldn’t have come
at a better time, providing the 128 with the extra bandwidth
and functionality to really take advantage of the Imagine128’s
architecture .
One review commented on the 128’s 2D speed : To say the Imagine
128 is "snappy" is like saying an Indy 500 race car is
"snappy". The 128 is blink of an eye fast.
The Imagine 128 would later be replaced by the Imagine 128
Series II.
No info found on what exact 3D capabilities the card has,
sources needed. Most likely the card was only capable of
drawing basic 3D primitives.
Trivia : Apparently, the Imagine 128 powers the NASDAQ Wall in
Times Square.
|
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Jul-94 |
Number
Nine |
Imagine 128
Pro |
x |
| More
Info |
|
The specifications
for the Pro are similar to the 4Mb Imagine 128, except that the
Pro carried 8Mb of VRAM, enabling the card to reach an ultra
high resolution of 1920 x 1080 with 16.8M colours at a maximum
refresh rate of 72Hz.
The high end model was sold for $1999, and was therefore aimed
at the very high end of the market, for users of graphics- and
video-intensive applications such as PC-based colour pre-press,
desktop publishing, multimedia, complex imaging and other
applications requiring photorealistic true
colour.
|
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Oct-94 |
Creative Labs /
3DO |
3DO Blaster
chipset |
(CT6110) 3DO
Blaster NTSC |
| More
Info |
|
Whilst not a video card, this is a complete 3DO console on a
ISA expansion card,
which allows you to play 3DO games on the PC.
All input
(joypads) and output (video) is redirected to PC
counterparts. Very rare product, mainly because it never
caught on. Most stores only got one unit per store, and never
sold them until clearance. Production was stopped immediately.
The Unit sold for US $399.95 , and in Europe for around $600.
Boxed cards are next to
impossible to find, to have everything shrink wrapped and in
new condition is extremely rare indeed. As you can see below,
the necessary hardware required was most likely a cause of it's
market failure as well. Many 3DO Blaster owners agree that
setting the system up with all the different cables and general
Win 3.1 issues can be quite tricky.
Due to a design choice, the only CD-ROM drive working with the
card is the Creative CR-563 CD-ROM drive (a Panasonic model,
re-branded by Creative). This was a double-speed drive with
recognized reliability, maybe the prime reason for its choice,
paired with vendor lock-in.
The software drivers allowed for DOS or Windows (3.1) based
gameplay, although Windows based gaming featured real-time
stretching of the game window and screenshot capturing. As
graphics boards of the time (1994) were not up to par with the
system's needs, a pass-through using "VGA feature connector"
links was used, thus reserving an area on screen to be used by
the 3DO Blaster card's output (on the Windows environment -
running under DOS, full-screen was the only option). Thus,
there was no impact on the CPU. As with the first 3DO system
from Panasonic (Real FZ-1) an FMV daughter-card enabling
VideoCD playback was planned, but since the 3DO Blaster failed
to achieve momentum, it was never released. Saved games were
stored in NVRAM on the card, supposedly not using resources on
the PC to prevent hacking.
The low systemrequirements is because the Blaster only uses the
PC to overlay the Graphics. Hence offloading all the CPU power
to the 3DO board.
System
Requirements :
IBM compatible
386-25 Mhz or Above
4 MB RAM
VGA display adapter with feature connector
Microsoft Windows (tm) 3.1
Sound Blaster (tm) series with CD-Audio connector or
Compatible
Creative CR-563 CD ROM Drive
Stereo Speakers
The package includes :
3DO Blaster PC
Expansion Card
Creative 3DO Control Pad
Games :
Gridders
Shockwave
Software (both incompatible with the 3DO Blaster) :
Aldus Photostyler
SE
Aldus Gallery Effects Vol. 1
3DO Blaster Application software on 3.5 Diskettes
3DO Sampler Disc
|
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| Nov-94 |
Yamaha |
YGV612-F
RPA2 |
Paradise Tasmania
3D |
| More
Info |
|
A very early 3D accelerator based on the Yamaha YGV612
Rendering Polygon Accelerator.
The history of the
Tasmania 3D starts in the mid-to-late 1980s, with Western
Digital adding the Paradise subsidiary to their Multimedia
Products Unit in 1986. Paradise produced some of the best VGA
cards of the era. The next evolutionary step for many companies
was dedicated 3D acceleration.
On Sept 11, 1995, Western Digital and Yamaha announced that
they formed a strategic partnership to develop and market 3D
products for the PC.
At the time of announcement, 3D
acceleration was considered as the next step in real life
graphics for the pc, and with the advent of new 3D APIs, and
faster interfaces, a number of companies dared to step into
this new realm of PC computing.
The 3D game board would be based
on the Yamaha YGV612 3D Rendering Polygon Accelerator, and
would be marketed under the Paradise brand name.
In the press release, officials
from WD and Yamaha explained why they chose to partner
up:
"Three dimensional
graphics is the next technology wave in multimedia," explained
Leonard Sharp, who was at the time the vice president of
marketing for Western Digital's Multimedia Products Unit.
"Yamaha's current 3D technology is the right solution at the
right time for consumers to realize the excitement of
3D.
“The Yamaha and
Western Digital partnership will deliver a new dimension in
reality and `twitch response' to PC games that will allow them
to rival the best console game machines," said Robert Starr,
general manager for sales and marketing for Yamaha Systems
Technology Inc. "Our core 3D accelerator expertise combined
with Western Digital's board-level knowledge is already
attracting OEMs, resellers and game developers."
On Sept 25, 1995, the official announcement came when Western
Digital announced its first 3D accelerator, based on the Yamaha
YGV612, called the Paradise Tasmania 3D.
The actual Yamaha YGV612 chip was announced Nov 14, 1994,
when Yamaha announced two new 3D accelerator chips, the Vram
based YGV611 RPA, and a cost reduced, Dram based YGV612 RPA2
that would be released at a later date.
Running at 50Mhz, and produced on
a 208-pin QFP package, the YGV612 was one of the first
3D chips to market, and performed polygon rendering,
shading, hidden surface removal, texture mapping and
Z-buffering. Performance was measured at 300,000 Gouraud-shaded
polygons per second and Z-buffering and 150,000 shaded/texture
mapped polygons/sec.
The highest resolution supported in 3D was 640 x 480 with 65k
colours and supported a maximum of 4Mb Dram.
WD tried to give their first 3D card an edge over the soon to
be released competing products by keeping the costs low while
still satisfying the consumer’s desire for 3D
performance.
At $250, the Tasmania 3D gaming board gave software developers
a quick path to porting their 3D games while maintaining
compatibility with any VGA board, by using a 9 pin loopback
cable, similar to the later released Voodoo
Graphics.
The Tasmania controlled the switching from 2D acceleration to
3D acceleration using an on-board analogue MUX. This back-end
circuitry takes in the analogue data from the VGA board via a
loop-back cable and either routes it directly to the display or
switches to the 3D engine.
At the time, 2D graphics cards were still vastly superior to
the integrated 2D/3D solutions, so combining 3D acceleration
with any 2D board that a consumer already had was a logical
move, and also cut down the cost considerably.
The first boards came with a PCI interface, though Western
Digital did plan to offer a VL-Bus based board.
The company chose to use the more common polygon rendering
approach of the Yamaha chip, rather than employ an alternative
rendering technique, such as the curved surfaces (quadratic
texture mapping) used in the NV1, produced by their competitor
NVidia.
On Sept 27, 1995, only two days after the Tasmania 3D was
announced, Western Digital announced that they sold their
Multimedia Products Unit to Phillips, which re-established the
Paradise name. The sale was finalised on October 31, 1995. The
Paradise brand was then owned by the Multimedia PC Group of
Philips Semiconductors, which was a Philips Electronics
company.
The board began shipping in the same month, but was expected to
be widely available in October.
|
Click here to see a Tasmania 3D
ad
|
With the upcoming arrival of Direct3D in Windows 95, Yamaha
announced support for the new API already back in April, 1995,
and subsequently Phillips confirmed that announcement once
again with their Tasmania card on April 10, 1996.
The card supported games written for DOS, Windows 3.1 and
Windows 95 and was backed up by the major API's at the time,
namely RenderWare, BRender and RenderMorphics.
Shipping with Tasmania 3D were two popular PC games: FX Fighter
by GT Entertainment, and Domark ‘s Tank Commander . In
addition, for a limited time, Tasmania 3D customers could
register with Philips to receive three more games from
Mindscape: SU-27 Flanker, CyberSpeed and Air Power.
The card was discontinued August 1996, and Direct3D drivers
were never released. (More sources needed on D3D drivers and
date discontinued)
This card is the one reviewed by Dimension 3D, August 1, 1996
by Biff Stephens and Tommy McClain.
|
| Date
Announced |
Chip
Manufacturer |
Chip / Board
Name |
Specific Videocard
Model |
| Nov-94 |
Brooktree |
BtV
Mediastream |
BtV2115 |
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| x-94 |
Matrox |
Impression Plus
MGA-IS-Athena R2 |
COMPAQ QVISION
2000+ |
| More
Info |
|
Matrox
Impression, an add-on card that worked in conjunction
with a Millennium card to provide 3D
acceleration.
The Impression was aimed primarily at the CAD market, with
DynaView 2D and 3D Drivers for AutoCAD and Microstation. It
failed to make much of an impression on the rapidly emerging 3D
gaming market, especially since the still very important DOS
performance was poor.
The Impression could not perform hardware texture mapping,
requiring Gouraud shading or lower-quality
techniques.
Very few games took advantage of the 3D capabilities of
Impression Plus, with the only known games being the three
titles that were bundled with the card in it's '3D Superpack'
CD bundle: 3D fighting game, Sento by 47 Tek; 3D space
combat game, IceHawk by Amorphous Designs, and Specter
MGA (aka Specter VR) by Velocity.
Atleast one of them (Sento)(more sources needed) was
based on the Renderware API, which
47-Tek used instead of writing directly to
the Matrox. Sento was a street fighter like game with
characters made up of as many as 1000 Gourad shaded polygons
and ran at 640x480 with 65k colours.
Apart from games, the CD contained 3D images, and
demonstrations.
The board itself was available in PCI, VL and AT Bus versions,
and like previous Matrox boards came with a number of
expansion boards, including a 2Mb memory upgrade module, a
VideoLogic PowerPlay64 add-on module for smooth, video playback
at 1280 x 1024 at 30fps, and an announced (released?) MGA Video
XL Upgrade Module.
The graphics card featured a 64-bit graphics
engine delivering 40 million Winmarks, and had a 175 MHz
DAC or optional 220 MHz DAC, and the 4mb board was
capable of 1600 x 1200 with 256 and 65k
colours.
3D Performance included 150,000 Gouraud shaded polygons per
second, accelerated double buffering, lightsourcing,
hidden surface removal
(HSR), z-buffering and double-buffering in
24bit and 16-bit colors, and support for the
following 3D API's : 3DR, OpenGL, HOOP's and
VAGI.
|
| Date
Announced |
Chip
Developer |
Chip / Board
Name |
Specific Videocard
Model |
| x-94 |
Matrox |
Millennium
MGA-2064W-R2 |
Mil/4l |
| More
Info |
|
Matrox's
"Millennium" line of video cards were noted for their
exceptional 2D speed and visual quality. They had a wide
following among users willing to pay for a higher quality and
sharper display.
The first Millennium boards, based on the IS-STORM chip did not
have any form of 3D acceleration. A later version of the
Millennium (MGA-2064W) was capable of 3D
acceleration, and was faster then the Matrox
Impression Plus, including features similar to the
Impression.
Without support for texturing, the cards were very limited in
visual enhancement capability. The Millennium received slightly
more game support, but primarily only in bundled titles such as
NASCAR Racing that only received slight performance
improvements with little quality gain.
Like the Impression Plus, the Millennium had a number of
upgrade modules as well.
|
|
|
|
|
|